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- #version 450
- #ifdef FLOAT16
- #extension GL_EXT_shader_explicit_arithmetic_types_float16 : require
- #endif
- #include "mul_mat_vec_base.comp"
- layout(local_size_x_id = 0, local_size_y = 1, local_size_z = 1) in;
- layout (constant_id = 0) const uint BLOCK_SIZE = 32;
- shared FLOAT_TYPE tmp[BLOCK_SIZE];
- void main() {
- const uint row = gl_WorkGroupID.x;
- const uint tid = gl_LocalInvocationID.x;
- uint a_offset, b_offset, d_offset;
- get_offsets(a_offset, b_offset, d_offset);
- const uint y_offset = QUANT_R == 1 ? 1 : QUANT_K/2;
- tmp[tid] = FLOAT_TYPE(0.0f);
- [[unroll]] for (uint i = 0; i < p.ncols/BLOCK_SIZE; i += 2) {
- const uint col = i*BLOCK_SIZE + 2*tid;
- const uint ib = (row*p.ncols + col)/QUANT_K; // block index
- const uint iqs = (col%QUANT_K)/QUANT_R; // quant index
- const uint iybs = col - col%QUANT_K; // y block start index
- vec2 v = dequantize(ib, iqs, a_offset / QUANT_K);
- // matrix multiplication
- tmp[tid] += FLOAT_TYPE(v.x) * FLOAT_TYPE(data_b[b_offset + iybs + iqs]) +
- FLOAT_TYPE(v.y) * FLOAT_TYPE(data_b[b_offset + iybs + iqs + y_offset]);
- }
- // sum up partial sums and write back result
- barrier();
- [[unroll]] for (uint s = BLOCK_SIZE/2; s > 0; s >>= 1) {
- if (tid < s) {
- tmp[tid] += tmp[tid + s];
- }
- barrier();
- }
- if (tid == 0) {
- data_d[d_offset + row] = D_TYPE(tmp[0]);
- }
- }
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